[logic@jup_a10_stalker_vano] suitable = {=check_npc_name(jup_a10_stalker_vano)} active = animpoint@vano prior = 200 [animpoint@vano] cover_name = jup_a6_animpoint_vano use_camp = false on_info = {+jup_a10_vano_give_task -give_jup_a10_task} %=give_task(jup_a10_actor_agree_back_vano_duties) +give_jup_a10_task% on_info2 = {=dist_to_actor_ge(150) +jup_a10_fals} %=destroy_object(story:jup_a10_stalker_vano)% on_info3 = {+jup_a10_vano_give_task_end -jup_a10_vano_max_simpathy} %=actor_friend +jup_a10_vano_max_simpathy% on_actor_dist_le = 2 | {-jup_a10_vano_give_task -jup_a10_vano_need_help_infoporshin +jup_b217_welcome_tech_talked} %=play_sound(jup_a10_vano_need_help) +jup_a10_vano_need_help_infoporshin% on_actor_dist_ge_nvis = 100 | {+jup_a10_vano_need_help_infoporshin} %-jup_a10_vano_need_help_infoporshin% meet = meet combat_ignore_cond = true combat_ignore_keep_when_attacked = true corpse_detection_enabled = false invulnerable = true out_restr = jup_a6_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [meet] close_anim = nil close_victim = nil far_anim = nil far_victim = nil close_distance = 0 far_distance = 0 snd_on_use = nil use = {+jup_a10_fals} false, {=actor_enemy} false, true allow_break = false trade_enable = false meet_dialog = jup_a10_vano_help_dialog meet_on_talking = false